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Author Topic: Worldgen Parameter Question?  (Read 394 times)

Huggz

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Worldgen Parameter Question?
« on: March 27, 2010, 07:30:33 am »

What do Mesh Sizes do? The wiki doesnt say. Is it ok to leave them on ignore, or will that stop worldgen from using weighted ranges?
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Proper English will make people take you more serious.
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

Coaldiamond

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Re: Worldgen Parameter Question?
« Reply #1 on: March 27, 2010, 11:23:07 am »

Try this page from the wiki. It's titled "World tokens" not Mesh sizes, but it will give a start at understanding how to use meshes to customize your world in very interesting ways.

http://df.magmawiki.com/index.php/40d:World_token

This question has also been asked before, like when one bay watcher wanted to create a world full of tropical valleys. The responses more or less advised him to alter the meshes to so as to reduce the amount of intermediate ground heights and low rainfall levels.

All in all, playing with the meshes nearly allow you to make a rarely seen environment into the most common environment.
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Brodiggan

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Re: Worldgen Parameter Question?
« Reply #2 on: March 27, 2010, 01:36:24 pm »

Mesh size splits the world into a set of smaller cells, each of which seems to use the maximum, minimum, and x/y variance settings during generation.

I think the mesh size is based on division, i.e., if your world is 17x17 and you set the mesh size to 2x2, each cell will be 8x8 with 1 cell of padding blending them together.

You can test this pretty easily by making a tiny world with no variance at all except in elevation, and running it with mesh on and off then exporting the detailed elevation map. With no mesh on the whole map will essentially be one big gradient, going from high to low at a random angle and a little bit of jitter in the brightness. With the elevation mesh set to 2x2, the detailed elevation map will look like 4 separate gradients blended together along the edges.

EDIT: One nice side effect of mesh size, you can get some really spectacular gradients right along the edges, great for generating huge cliffs or embark positions with a wide array of biomes.
« Last Edit: March 27, 2010, 01:39:36 pm by Brodiggan »
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